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Ian Ross has just released a book on Anim8or. It's perect for a beginner and a good reference for experienced users. It contains detailed chapters on every aspect, with many examples. Get your own copy here: "Anim8or Tutorial Book"

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Messages - Steve

Pages: 1 [2] 3 4 ... 137
16
Finished Works and Works in Progress / Re: Work in progress
« on: January 18, 2024, 01:09:46 pm »
I can almost turn the knobs.

17
Nice rigging job. You could make a good tutorial on this. Actually these videos are informative already.

18
Finished Works and Works in Progress / Re: Was bored so I made pokeball
« on: January 16, 2024, 12:21:51 pm »
Pretty cool!

19
Finished Works and Works in Progress / Re: Hello there!
« on: January 13, 2024, 03:07:47 pm »
Fantastic model!

20
Thanks for the bug report. I'll look into it.

21
Finished Works and Works in Progress / Re: An cup and a ball
« on: January 07, 2024, 05:58:35 pm »
Captures the ball every time!

22
Finished Works and Works in Progress / Re: Vaporwave Jesus
« on: January 07, 2024, 05:57:50 pm »
Very nice model, CoriDavis!

23
General Anim8or Forum / Re: Assistance Urgently Needed - Textures
« on: December 23, 2023, 06:39:58 pm »
For the second problem:
1) Create a sphere,
2) Rotate it 90 degrees, and
3) Apply the Edit->Pivot->AlignWithWorld command.

24
General Anim8or Forum / Re: Forum security certificate?
« on: December 22, 2023, 01:05:04 pm »
Thanks, @thecolclough , it's being renewed.

25
General Anim8or Forum / Re: trouble with painted weights
« on: December 14, 2023, 03:18:33 pm »
It is possible to edit the weights, but not particularly easy.

1) After you've done the initial painted weights, go into the Object Editor and in point edit mode you can double click on a point to see it's number.

2) Save the .an8 project and open it in a text editor such as notepad.

3) Find the figure, and the object you're interested in and look for the "weights" section.

4) Count over to the point that you're interested in and set the weights that you want. The format is: (# of weights for point 0 (bone#1 weight#1) ... (bone#n weight#n)) (#weights point 1...)

        weights { "mesh01"
          (1 (0 1))(2 (0 0.956) (1 0.044))(2 (2 0.874) (0 0.126))(1 (0 1))
          (2 (1 0.986) (0 0.014))(1 (0 1))(3 (2 0.924) (1 0.045) (0 0.031))
          (2 (1 0.865) (0 0.135))(1 (0 1))(2 (0 0.835) (2 0.165))
          (2 (1 0.856) (0 0.144))(1 (0 1))(3 (2 0.745) (1 0.168) (0 0.087))
          (3 (1 0.596) (0 0.300) (2 0.104))(1 (0 1))(1 (0 1))
          (2 (1 0.855) (0 0.145))(1 (0 1))(2 (2 0.690) (0 0.310))(1 (0 1))
        }

In this example point 0 has one weight, it's for bone #0 and a weight of 1.
Point 1 has two weights, 0.956 for bone #0 and 0.044 for bone #1.

Like I said, it's not easy!

I've attached this example.

26
General Anim8or Forum / Re: Normals Acting Odd
« on: December 10, 2023, 01:26:46 pm »
This could be caused by several things.
1) Two adjacent faces may have one more more duplicate vertices.  Try moving the vertices in point-edit more to see if they separate or not. If so you can join them with the Merge Points command.
2) The smooth angle may be too small. Try increasing it in the Mesh Editor.
3) As mentioned before, the face normals might be opposite. If you turn on the Draw As Clay mode in the top toolbad. Orange faces have normals pointing out, blue ones have them pointing in. You can usually align the faces normals by a) Selecting the back facing face and using the Flip Normals command, or 2) selecting the mesh and applying the Fix Normals command.

27
Scary!

28
If you post a sample .an8 project I will take a look at it.

29
Finished Works and Works in Progress / Re: Wowsie's Model Collection
« on: September 11, 2023, 10:36:34 am »
Nice!

30
General Anim8or Forum / Re: How to view object dimensions?
« on: September 09, 2023, 08:32:05 am »
Hmmmm. Let me think about it.

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